Project Zomboid - nasKo


We skipped public testing for 41.75.

The TL;DR of the changes from 41.74 to 41.76 is that the Steam Networking API implementation was improved; Linux crashes should be fixed and overall networking performance has been improved alongside connection stability in internal tests.
In essence, the game will now also use direct communication with dedicated servers, instead of going entirely through Steam’s own networking API, improving performance and stability for dedicated servers.


MP
- Improved Steam Networking API implementation.
- Selected game data is no longer transmitted through the Steam P2P API but through UDP instead.

- Adjusted Anti-Cheat Types 21-24 to result in fewer false positives.

A note that if you do not run a public server (i.e. a server exclusively for you and your family & friends without the worry of griefing and cheating), you can entirely circumvent any sort of frustration with false positives by disabling all AntiCheat protections in the servers .ini file.

- Split the large ConnectionDetails packet into several smaller packets with one of the ConnectionDetailsPacket.State enum values indicating which data is requested.
- Improved algorithm for the transmission of large files while playing.

- Loading screen now shows the download status of large files when connecting to a server.

- ZNet library was rebuilt on all platforms.

- Fixed ObjectModData packets not being sent while the server was in the FastForward state.
- Fixed bug in world dictionary when an item in a different module but with a similar name as an vanilla item was removed.
- Fixed a new stubble Beard getting added to remote players after each appearance change, which resulted in receivePlayerZombieDescriptors errors.
Sep 1, 2022
Project Zomboid - nasKo


Okay, so here’s a run down on our current basic plans for finalizing Build 41, and then beyond.

NEXT
We’ve left Linux server operators hanging out to dry a bit over the last two weeks and feel awful about it – especially ones with larger/busier servers.

41.73 came with crashes on Linux servers, and the version with the updated Steam API we put into the Unstable beta in 41.74 turned out to bring in as many issues as it solved.

As such Yuri and Andrei are currently working on another approach that will be going into Unstable beta (and then Stable) as soon as we can muster – which will have the crashes fixed, and should also have increased networking performance and improved connection stabilities for everyone. We’re hoping to conduct an internal test on it tomorrow.

In essence the game will now also use direct communication with dedicated servers, instead of going entirely through Steam’s own networking. This should improve things for all players on dedicated servers – including the Linux servers that were sadly the canary in the coalmine that flagged up the fact that something needed to be done here.

Again, our apologies to those impacted – we are thinking of ways to repair some of the damage done during the outage and appreciate your frustration.

THEN
We have a staging branch backstage that all our coders are feeding aspects of their work that they wouldn’t want people to have to wait until Build 42 for – so no big features, but instead a lot of fixes and balance.

We will also be trying to limit mod disruption and big/controversial changes, as this will be the version that we leave folks with for quite a while when all of us are 100% working on new features alongside the existing 42 team. (Apart from anything urgent we might need to attend to on 41, clearly).

The sorts of things we’re currently testing for this patch include: many and various visual issues with the cutaway system, colour blind accessibility options, better crate highlights, many recipe improvements, better ways for the game to handle car alarms and (hopefully) fixes for sounds cutting out in busy MP situations.

There’s also some new 3D models where we’ve had icon mismatches, new tooltips to better explain what different items can do, weight/encumbrance rebalancing on some items, the lighter/Molotov fix we mentioned last time and many and varied other fixes. We’ve also done some work improving the in-game server browser that we would certainly like to include as well.

There’s a lot of other stuff too, but you probably get the gist. Nothing that’s going to rock the boat, but also enough stuff to keep the boat sailing until we reach the glittering shores of 42.

MAP NEXT
While we can’t and won’t go into forensic detail on which towns and what design themes we’re going for, it’s perhaps time to talk about the next map expansion – which will most likely hit with 42.

Xeonyx and Ayrton are essentially pushing the map out on all sides, apart from beyond the game’s traditional Ohio River boundary.



The map team are returning to fictionalised versions of real places on the Kentucky map – Riverside and March Ridge being entirely fictional. We don’t want to name exactly which ones, but it might be worth mentioning one of them will be Ekron.

The location currently commonly known as Ekron within the community is not supposed to be our version of that place, and (for reasons that will become explicit when viewed on the PZ map) is internally known as Fallas Lake. We will erect a sign in Build 42 to make this information more prominent.

Here’s a few WIP screens of some of our future locations to keep you all going.






ALSO
Other things currently being worked on for B42 inclusion that we haven’t mentioned before are:
  • The Sound Team are working on sprinter zed growls and screams – our first inspirations here will be the Dawn of the Dead remake but we will iterate until we get it right. Formosa have also created a variety of bullet impact noises (on cars, dirt, glass, plastic, trees, walls and wood) that we will be integrating come 42, alongside the further improvement of the dynamic music system. They will also clearly have their hands full with the cows, chickens, sheep, improved fishing and many and various new post-apocalypse items and actions that B42 will bring along with it.

  • RJ is currently experimenting with rats, which could also become part of the Knox Event alongside domestic animals. Martin, meanwhile, has been working on animal transportation – namely new trailers and potential new vehicles.
  • Pat_Bren has been expanding the breadth of different TV and radio channels available to tune into at the start of the outbreak, and is now moving onto some other frequencies that players might be lucky enough to come across later on within the PZ timeline too. Right now he’s added Public Access TV, a Music channel, a Sports channel, a movie channel, a new entertainment channel and a radio station called Upper South Radio.

We can’t remember if we showed it before, apologies if so, but seeing as RJ is back working with his rats – here’s what a PZ rat looks like when it bugs out with human hair.



Thanks all, and thanks for your patience. We’ll see you next time.

This week’s foggy overview from the Universe of Gamer. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us, especially if you’re an Animations Engineer as Christ alive that would be handy? Details here.
Aug 18, 2022
Project Zomboid - nasKo
 

Hey all, we’ve had our heads deep in MP stuff this past ten days – so please excuse a blog that’s heavy on busywork and housekeeping.

We released 41.73 to stable last week, which came with an unanticipated issue that saw Linux servers (of which there are many) having frequent crashes – generally when multiple users tried to connect at the same time.

This wasn’t great, to say the least, so a lot of the B41 team’s bandwidth has gone into investigating, testing and finding a solution for this over the last ten days.

We’ve recently released version 41.74 to the Unstable beta, which has fixed the crash issue at our end – and we would ask that anyone who hasn’t been able to play due to linux server crashes to try it out. This includes a full update to Valve’s latest Steam API.

If you continue to experience crashes on the Unstable branch after this patch, please head to our Discord techsupport channel or forums and send us your hs_err_pid**.log file (you’ll find this in the server installation folder) in addition to a download link to a .zip file of your Home/Zomboid folder (remove the “Saves” folder from it to save space).

Doing a wholesale update to the Steam networking interface like this isn’t small beans, and it has thrown up a few issues that we will be remedying in the coming days – but in the interest of getting folks missing out on their PZ ASAP we have released the fix to Unstable to get people back on-board, and report back on any other misbehaviour.

We will also be making some of the new anti-cheat additions far less twitchy, as these too caused issues for some people on 41.73 launch.

NEXT PATCH

Slightly logjammed behind 41.74 is a wide-ranging patch full of many and various things. To minimise future disruption to B41 players we are thinking that it may well be the last major patch before all coders are moved to B42 and more feature-based development.

Clearly there will still be fixes and maintenance where necessary. We’ll be wanting to leave 41 in the best state that we can, and with as many annoyances removed as possible. Plans can change of course, but this currently our direction.

Some of the logjammed items ready-coded and awaiting internal integration and testing are:

  • New flatpack model for movable icons. Cleared up plastic/metal bucket confusion. New watering cans.
  • Added compass support for the forthcoming compass item. When an item with the Compass tag is in a player’s inventory, the tooltip on mouseover will include text indicating which direction the character is facing.
  • Recipe improvements: – more food items capable of being added to tacos and burritos.
  • Rebalanced weights/encumbrance of: walkie talkies (for French speakers: talkie walkies), fire extinguishers, branches, spears, more.
  • Adjusted the capacities of pistol and revolver cases from 7 down to 4. Changed the sawed off shotgun recipes to only use the hacksaw, and not the garden saw.
  • Longstanding bugbear that using lighters with Molotovs completely drains them fixed. Also when a Lighter is equipped it will no longer automatically become lit, instead it will do so only if activated using the flashlight keybind or radial menu, or using the inventory context menu option to activate them.
  • Several new zed and building stories.
  • Added a new sandbox setting “EnablePoisoning” which has the settings “True” (default), “False”, and “Bleach is Disabled”. It governs if poison, or only bleach, is disallowed from being added to foods. Although this is primarily intended for MP servers, as an anti-griefing/no-PVP allowance, it has been requested for singleplayer as well, thus why it is a sandbox setting and not a server setting.
  • Building keys spawn on zombies and corpses when they spawn inside buildings, when appropriate, instead of when they die inside of one. (WIP – may be B42)
  • Set some traits to be mutually exclusive to remove exploits or illogical combinations: Brave & Agoraphobic/Claustrophobic; Adrenaline Junkie & Agoraphobic/Claustrophobic/Cowardly.
  • Rebalanced the maggots that spawn on corpses so that they spawn less often in spring and fall, and also so that the maggots that spawn on zombie corpses have a poison value of 5 instead of 3.
  • Improved how current fakedead zombie spawns function.
  • Improvement to buffs and debuffs in terms of XP and moodles shown.
  • Fixed issues that involve spawning in barricaded/burnt/randomized locations.
  • House keys will no longer spawn with a long string of numbers in their display name. (Should’ve improved this previously – apologies)
  • Added attachments to most food models so they appear in the player’s hand while eating
  • /gunshot command can now target a specific player
  • Some work-in-progress changes to zombie behaviour. Random offset to where zombies think a sound came from for unseen squares. Rain increases zombie hearing random offset range and decreases chance for zombies to react to player sounds. Zombies wander more during heavy rain. (Potentially B42 content)
  • Fixes and improvements to the admin tile picker system in MP.
  • Some logical improvements to clothing items. Motorcycle helmets protect from head fractures, firefighter gear protects from fire etc.
  • A fix to how you’re unable to claim a safehouse unless standing on the ground floor, and how game currently doesn’t check upper floors for other players or zombies when claiming.
  • “Streamer Mode” audio option which changes vehicle siren sounds to avoid bizarre copyright strikes.
  • Various improvements and fixes to the cutaway system.
  • Colour-blind friendly accessibility addition – letting you add:another variant to red/green in aiming outline – and also to reduce difficulty when zed is standing on snow.
  • Added highlight to crates so it’s easier to differentiate which one player is interacting with.
  • Optional Sandbox Setting To Disable The Tainted Water Tooltip/Warning For Hardcore Play
  • Improvements to level of damage burnt food does to players with weak stomach trait
  • Changes to how car alarms function in-game, seeing as currently they are an extremely rare threat.
  • Although its early days yet, and unconfirmed for B42, we are also currently spending some time doing some backstage experimentation with basements and improvements to our loot/inventory UIs. If these are successful we may well see them surface in future blogs. Thanks all! This week’s supermarket camping trip from 지혁. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us? Details here.
Project Zomboid - nasKo


Note: Parts of this patch were previously released as a 41.73 Unstable hotfix.*
A version bump ensures players running the Stable client get a clearer error (version mismatch) when connecting to servers running the Unstable branch.


This patch addressed the Linux server crashes.
Please let us know about any remaining crashes and the performance you're experiencing.

If you continue to experience crashes on the Unstable branch after this patch, please send us your hs_err_pid**.log file (you'll find this in the server installation folder) in addition to a .zip file of your Home/Zomboid folder (remove the "Saves" folder from it to save space). If you're submitting them outside of our Discord techsupport channel, please make sure to provide a download link from your filesharing service of choice.


MP

  • Migrated to newer Steam API.
  • ZNet library was rebuilt on all platforms.
  • Steam network logs are added.
  • SteamGeneric packet was removed.
  • Old steam session info was removed.
  • SteamGameServer.BUpdateUserData method call is removed as deprecated.
  • Error descriptions for the ESteamNetConnectionEnd and EResult were added.
  • Fixes to Steam logging.
Aug 9, 2022
Project Zomboid - nasKo
41.73 compiled changelist, also including 41.72 from the unstable branch

Due to character limitations, the full changelog can be found on our forums and in the pastebin below:
https://theindiestone.com/forums/index.php?/topic/58075-4173-released
https://pastebin.com/PW9F8TNn


NEW

- Added the MapRemotePlayerVisibility server option for Multiplayer.
    1 = Remote players aren't visible on the in-game map
    2 = Remote players in the same faction or sharing a safehouse are visible
    3 = Remote players are always visible

- The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible.
  When not in debug mode, these options are available:
    - Players
    - Remote Players (client only)
    - Player Names (client only)
    - Symbols

- Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
 
- Added a new volume slider to the Audio options which affects the jump-scare sound.
 
- Fixed updates to the map causing zombies to spawn inside previously cleared buildings.
    - Fixed BuildingDef.calculateMetaID() and RoomDef.calculateMetaID() possibly creating the same ID for different buildings or rooms. This was why zombies would respawn in some already-seen rooms.

- Give zombies that are targeting a player higher priority for pathfinding than other zombies.

- Added new loot maps from Pat Bren.
- Split the single Louisville map-item into nine separate maps.
- Added Louisville maps to the loot tables.
 
- Gas container tooltip tweaks:
    1) When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase.
    2) When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui).
    3) When taking fuel from a gas pump, tooltips show the item capacity in drainable units.

- Updated Community Translations
- Added icons + textures for Medical/Trauma Bag and Canned Fruit Beverage.

- Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted).
- Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window.
- Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools.

- Added "Default=" to combobox sandbox-option tooltips.

- Allow empty bottles to store gasoline.
- Added water capacity in context tooltip when filling water container (if only 1 item type)
- Updated community translations.
- Updated credits.

- Improved icon draw for context menu
- Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png.
- Added a way to rename a savefile in the load-game "More..." panel.

- Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon)

- Allow building double doors inside buildings.  This is to fix a bug where double doors couldn't be built on some outer walls of buildings.
- Added checks for wall-like obstacles that should prevent opening or closing double doors.
- Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed.

- Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items.
- Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items.
- Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system.
 
- Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground.

- Removed the -Xss1280k stack-size JVM parameter from Linux ProjectZomboid.json files.
- Increased Linux and Mac -Xmx=2048m to -Xmx=3072m max-heap JVM parameter to match Windows.


SFX

- Updated sound banks.
    - New action music track.
    - Fixed one male zombie voice looping the Hit sound.
    - Added missing sound for taking water from a dispenser.

- Added an ambient sound to the Gas-2-Go pumps.

- Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator.

- Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks.
- Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation.
 
MAP

- Full export of the current Knox Event map. This will be the final B41 map update.
    - Updates many farms and farmsteads
    - Improves upper class areas in Louisville
    - Adds many new tiles on the tilesheets
    - Fixes many and various community-reported map issues and bugs
 
FOOD AND RECIPES

- New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
- New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models.
- New Canned Condensed Milk item; can be used for the same recipes as milk.
- Balance adjusted assorted values of food items and recipes.
- Appropriate bottles can now hold gasoline.
- Baloney and salami can be sliced.
- Many food items have more options for being used as evolved recipe ingredients.
- Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough.
- Crayons can be used to write notes and mark the map.
- Toast can be made from Bread Slices by cooking them.
- New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich.
- Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such.
- Whole Pizza item added.
- Glasses and cup items can be filled with water.
- WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic.
- Canned Condensed Milk item; can be used for the same recipes as milk.
- Maggots that spawn with zombie corpses will be mildly poisonous.
- Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings.
- When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas".
- For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming.
- Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items.
- Added placeholder texture for Bag_MedicalBag.
- Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes.
- Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks.
- More flexible Tag support for writing notes.
- Added Tomato Paste item for pizza crafting.
- Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item.
 
BALANCE
- Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes.
- Watermelon must be sliced or smashed before being able to eat it.
- Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions.
- Only Bread Slices and Toast can be placed inside Toasters.
- Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients.
- Many recipes adjusted to allow for more ingredient flexibility.
- Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied.
- Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container)
- Changed Rip Clothing recipe
- HandWeapon.weaponSprite is saved if it is different than the item-script's value.
- Slightly increased zed attraction to gunshots in MP
- Reduced the endurance loss when missing a hit (especially when pushing).
- Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable.
- Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game.
- Added a "Slice Onion" recipe so Fried Onion Rings can be made.
- Made the Composter thumpable by zombies.

- Sometimes the corpses that spawn as the player explores the world will be fake dead.
- As corpses progress in rot stages they have a chance of becoming fake dead.
- Additional appropriate corpses spawned in randomized world stories will rarely be fake dead.
- As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square.

- Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names.
- Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations.

- Adjusted weight of Spears
- Floor tiles will now provide a maximum of 1 nail when dismantled.
- Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness.
- Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.

- Ginseng now provides an Endurance Buff when used to make a Hot Beverage as a spice.
- Added Basil to more recipes.
- Better handling of evolved recipe item name when they only have spice ingredients.

- Added the ability to install Makeshift Radios into vehicles; this was done for consistency with the requested fix of allowing Makeshift HAM radios to be installed in Ham radio vehicles.
- Allow vehicles that have HAM radios to allow any sort of HAM radio installed in them; Luxury and Modern Cars will also always spawn with Premium Radios installed.
- CDs in Premium radios will transfer to/from the vehicle they are being installed into/uninstalled from.


ANIMS

- Added new fill from bourbon bottle anim
- Changed fill from bourbon bottle xml to use new anim

Emote Wheel adjustments:
- Adjusted some emote bone masks to reduce clipping
- Added some stealth emote versions to reduce clipping and posing awkwardness
- Added emote states for different weapon poses

- Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot.
 
Idle extension adjustments:
- Adjusted normal stance extensions bone masks to avoid clipping and awkward poses
- Added normal stance extensions anims, where appropriate
- Added normal stance extension xml for different weapon stances, where appropriate
 
- Added masks to extended idle xmls to not clip as much,
- Added relevant extended idle anims where needed
- Capped off hoodieUP xfiles to stop transparency
- Adjusted hoodieUP texture for new cap
- Added blood locations to a couple of missing shirts
- Re-exported female and zombie female base textures after eliminating some erroneous pixels causing holes
- Adjusted Hat_Spiffo mask to display properly on character
- re-exported missed zombie body textures that had outlying pixels
- Adjusted male and female HighViz vests to visually work similar to hunting vests
- Reworked Male and Female HighViz vests
- Changed HighViz vest body location
- Tweaked Hunting vest masks to work better with underlying clothes

 
MP

- Various anti-cheat improvements

- Sync and physics improvements for vehicles.
    - Refactored and decreased vehicle physics packet size.
    - Vehicle interpolation was refactored and improved .

- Improved towing physics and behaviour.
    - Updated PZBullet library on all platforms.
    - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint.


- Optimized Vehicle authorization on exit

- Allow admins to repair clothes via Edit -> Condition, and remove holes when the item is set to max condition when the item is in their inventory.
- Visual data for damaged/fixed clothing will now sync between clients.
    
- Hit reaction translation length is now calculated by appropriate animation clip

- Use WaveSignal packet on client
- Improve auth/towing for cases with two drivers/swap tow

- Stopped clients updating rotting corpses and fake-dead corpses.
- Added check for IsoDeadBody.getHumanVisual() being null.

- Server will send the success result of recipes checksum validation if the client is untouchable.
    - The game will calculate the checksum using the original recipe name.


- The driver now stops the vehicle before they exit from the vehicle or switch seat.
    - Added ISBaseTimedAction timed action.
    - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second.

- The SystemDisabler.doDisableTunePhysicDelay variable was added

- If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function.

- The game server will not send the PlayerUpdateReliable packets from players who are far away.

- Improvements for some anti-cheat checks
- ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added.
- Added log message for LUA debugger


- Improve vehicle logging
    - Add DebugLogStream noise methods
    - Logs can be filtered by severity
- Reformatted log streams for damage, death, and multiplayer log types

- Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short)
    - Command entered in general chat tab changes severity on the client
    - Command entered in admin chat tab changes severity on the server

- Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer.

- Fixed Zed appearance not syncing between players.
- Fixed one player being able to use two radios / walkie talkies.
- Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands.
- Fixed vehicle radio using wrong coordinates.
- Fixed vehicle radio not working in the same way as world placed radio.
- Fixed other vehicle radio issues (radio stations, text, chat, VOIP).
- Fixed vehicle radio text processing.
- Fixed trailer authorizations / floaty trailers.
- Fixed Item Remove tool not removing items from containers on a server.
- Fixed clients sending StopSound packets to the server for zombie vocals.
- Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local.
- Fixed clients sending climb-over-wall sounds.
- Fixed seat authorizations.
- Fixed null pointer exception in the VehicleManager.serverPacket function.
- Fixed incorrect delay-tuning algorithm.
- Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods.
- Fixed issues when characters are hit by trailers.
- Fixed corpses disappeared when killed by trailer
- Fixed issues with vehicle physics debug log messages.
- Fixed Admin being kicked because of incorrect checksum.
- Fixed car changing its place after re-login.
- Fixed normal vehicle not being removable in mods.
- Fixed movement sound when vehicle is stopped.
- Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed.
- Fixed disappearing trailers.
- Fixed physics update limits.
- Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were.
- Fixed attached cars being disconnected after re-login.
- Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed.
- Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers.
- Fixed empty RequestGetFull being sent.
- Fixed vehicle passenger could have vehicle authorization after collision.
- Fixed vehicle collision owner.
- Fixed tow re-attach.
- Fixed vehicle seat switching.
- Fixed passengers seeing black boxes at high speeds.
- Fixed vehicle not damaging players after re-login.
- Fixed vehicle local simulation pass through another vehicle.
- Fixed player can't become owner of pushed vehicle.
- Fixed bouncing vehicle authorization at the end of local simulation.
- Fixed player can exit or sleep in moving car.
- Fixed rare incorrect vehicles authorization after towing.
- Fixed engine sound disappearing without a driver.
- Fixed car not stopping when driver changes their place due to cruise control.
- Fixed error when try to type "[" in Item list viewer.
- Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function.
- Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph.
- Fixed clipping vehicles.
- Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS.
- Fixed Vehicle simulation speed depending on locked fps.
- Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true.

- Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.


MODS

- Improved log for lua errors. Now it shows if it modified file error
- Added list of mods in Pause menu + this list show mods that cause errors
- Added additional check to Vehicle Create, Update and Install Radios that may help prevent mods that modify what data is sent to it from causing errors.


FORAGING

- Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items.

- Turn the player to face a forage item when picking it up.

- Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones).
- Zone.getRandomSquareInZone() now handles polygon and thick polyline zones.
- Zone.getTotalArea() returns the area of polygon and thick polyline zones.
    Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon.
    For other types of zones, width * height is returned.
- Added the OnLoadedMapZones event which is called after map_zone.bin is loaded.
    As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded.
- forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones.
- forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists.

- Changed double click behaviour of search mode pins to place items into the current selected player inventory panel if possible
- Adjusted the search mode snow cover penalty limit as snowy weather combination could easily hit the penalty cap
- Fixed an exploit with search focus when spamming the search mode button which could force items to change type
- Fixed a visual issue with search focus trigger after spotting items which caused picked up items to sometimes be the original item

 
ADMIN/DEBUG

- Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. .
    - Controls:
    - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool"..
    - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile".
    - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles.

- Added trigger thunder tool (for admins).
- Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin).

- Changed LootZed manager opening on RMC-ContextOption on container button.
- Allowed admin to create any VHS out of spawned VHS-home (like in debug).
- Added sync for Health panel cheats.
- Trailers debug is improved.
- Small fix to Lua closure.
- Improved spawn vehicle menu.
- Added ability to change weight in Player Stats window.

- Added destroying objects without a sledgehammer if building cheat is on.
- Added sliders for change weight and calories in debug panel.
- Added Step Into, Step Over, and Resume buttons to the Lua debugger.


- Improved ContextMenu
        - Now you can add icons for context options:
                local myOption = context:addOption("My option name", ...)
                myOption.iconTexture = getTexture("media/ui/MyIconForOption.png")

- Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...)
- Improved Debug/Admin options.

- Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings.
    - Added Door Options can be found in the Right-Click Context Menu -> Objects.
    - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option.
    
- Added 'make noise' options to attract zombies.
- Added option for removing all zombies in a zone to the Admin tools.
- Added icons in context menu for ADMIN/DEBUG options.
- Added elapsed time since server started in server statistics info.
- Added access to some Admin tools for moderators.
- Added an external anim debug UI for Martin.

- Removed the line "Press Esc to open Admin panel" from Server toolbox UI
Aug 4, 2022
Project Zomboid - nasKo


Hello all! Afraid this will be a more hastily put together than usual Thursdoid, usual Thursdoid writer is away this week, and we originally planned to do a stable release today.

Last minute, however, literally a couple of hours ago in fact, we concluded that this would be a bad idea not only in the middle of the Steam Survival Sale, but also a big week long and rather huge Spanish streamer event (go check it out!) that heralded some of our biggest Twitch numbers ever (thanks again to Silithur for organizing it!).

Stable releases are always nerve-wracking, but doubled up with the zombie respawn issues that we’ve been struggling with on unstable it just felt like a bad time to throw any dice. We believe those issues are fixed, and have done significant internal testing, however throwing it in front of a huge number of players on stable we can’t be absolutely sure it won’t still cause problems, particularly with mods, so doing a release today under these circumstances seemed a risky endeavour with so many new people being exposed to the game.

As such, we will likely wait until the coming Monday to flip the switch. This gives us a few more days to see if the zombie spawning reports on the unstable branch start to disappear after the fix went live and is probably the safer option, as eager as we are to see the update out and free up the team for bigger commits toward the next update.


41.73


So for those who haven’t dipped their toe into unstable, here’s a few highlights of what to expect:

  • Optionally see other players from your safehouse / faction on the map.
  • Lots of extra security and anti-cheat to MP
  • Lots of improvements to recipes, new foodstuffs, improved containers, expanded recipes.
  • Improved error reporting for diagnosing mod errors or conflicts.
  • Lots of map polish, bug fixes, improvements.
  • Improved MP Admin tools.
  • About ten gazillion bug fixes.
  • ADAPTIVE MUSIC
    Since Formosa UK (formerly Noiseworks) added the adaptive, reactive action music it went down really well. Making the music react to what’s happening on-screen makes a big difference to immersing yourself into what’s going on. The next stage of this plan is being put into place now, which will involve creating reactive versions of all the other tracks in the game. Not just action ones, but also all the various tracks and ambiences that currently exist. The idea is to allow for the non-action music to change in intensity from background ambient, to how it currently is now, to a more intense version, depending on what the player is doing. Do they leave their house after being in their house for some time? Maybe the ambient music bumps up a notch. Get into your car in the morning to go out on a looting run? Enter a house to loot? Find a rare item? There are countless little game moments we can tie into a music change, that will just help to make the music feel like its telling part of the story and provide much more variety in the music tracks through play.
    B42 CRAFTING
    We’ve got a couple of sexy flowcharts from lead crafting crafter Turbo detailing some of the new post-apocalyptic professions that readers can pour over to get an idea of what’s coming in Build 42. We intended to save this stuff until you could see it in-game, but it doesn’t hurt to have a sneak peak. As shown with the liquid system a few weeks back, actual code-side work on the crafting is still mostly foundational. Getting and expanding systems in there to cater for different ingredients used for the new crafting and make them expandable and more in-depth, adding new properties and new systems to items to allow them to track more detail than just ‘condition’, but also quality and other parameters that will impact how they are used and what the results of their usage is. Allowing more nuance in spawning items so for example bottles of beer in a convenience store will likely be full, where a bottle in a house may be half empty, empty, or even contain another liquid entirely. Items in general will have more nuanced conditions and qualities, the crafting system being able to operate on nearby crafting stations which affect the results and also what recipes are available to the player. Also allowing for multi-tile ‘machines’ that will operate as single objects, and allowing for tiles to be connected to cooperate with each other. A ton of foundational stuff that needs to be in place before the trees that have been designed are implemented, and progress has been good however there is still more to do, which limits what can be shown in videos at this point. At the moment we have about ten post-apocalypse professions, each with their own crafting tree, various multi tile workstations that are upgradable, and each with many produce that often includes ingredients from other professions, or can feed into other professions. This image does not expand for spoiler purposes, but is just to give an idea of how in-depth the crafting design is at this point — these trees are only part of the full picture, and we’re still far from done with it: If we look at, for example, the stone working profession you will see the level of detail we are going into with the new crafting. (please note these are early designs, and will likely be incomplete, and also we still need to balance and figure out the ‘right level of detail’ from playtesting, as we want crafting to be in-depth, cooperative, but not drawn out and too grindy to be enjoyable) Below is an overview of the stonecutting profession. As stated before, the goal with the crafting is to be able to produce anything that it would be realistically feasible for characters with those skills to produce, to dip our toe a bit more into the ‘rebuild society’ than we previously did, for the sake of providing a better long-term MP (and SP with NPCs) experience for those who don’t die screaming within the first week. Players will not be building computers or nuclear reactors, but any of the more primitive to medieval technology that makes sense we hope to be an option. It should be possible to spawn on a blank map with just wilderness and natural resources and have an engaging crafting and community building game, and adding the towns, cities and zombies to the mix will only make that more interesting. Here’s another example, the bowyer: As you can see, the goal is that each profession will be involved enough, with enough variety, and also enough interaction with other professions, to make it an interesting experience that a player can focus on within a community. We need to find the right balance between ‘involved’ and ‘not too drawn out’, and also provide mechanisms for SP players to be able to use sandbox to allow them to dabble in professions alone, prior to NPCs, without running into a wall of specialisation limit meaning they can’t function in all the professions required to create any items. And also not make the process of crafting an item so drawn out as to be discouraging players from taking part. We’ll go into more detail on the professions when they are starting to be implemented, and we’re more sure on the designs working out within the game. It’s a hard balance to find, and we’ll know more once these recipes and crafting trees get into the game once the systems are in place to accommodate them, and once these go out to the community we can get further feedback to balance the satisfaction vs grind balance of the depth of them.
    FUTURE MP WORK
    Checking in with the multiplayer team, they have been working on a big refactor of the MP codebase in their ongoing work for moving player inventories to the server. This will pretty much eliminate all inventory cheating. In addition, they have been working on character creation being moved to the server too, which will forbid clients from cheating with character inventory, skills and perks before the character is added to the server’s database. We’re also going to be looking into a real anti cheat solution that should reduce the occurrences of cheaters significantly. While anti-cheat can be circumnavigated and its unlikely to get rid of any cheating whatsoever, as we are not a competitive FPS, we hope that there won’t be quite the market for selling cheats for the cheat developers to be as willing to fight in the arms race required, and it will push cheat development above the skill level of most casual cheat makers. The MP team have also been making further improvements to vehicle syncing in MP, improving collisions and avoiding vehicles clipping into each other.
Jul 21, 2022
Project Zomboid - nasKo


Haylo survivors.

41.73 STABLE
We have the next patch to the stable branch primed and ready to go, however an issue that our fantastic Unstable beta testers have flagged is keeping it held in its pen for a little longer.

Players reported that some houses they’d cleared were spawning zeds upon booting up the new build, which alerted us to a snag in our map export process not dealing with map boundaries changing with map expansions. All previous map expansions came along with forced save incompatibility so this crept through unnoticed until now.

While it’s an aggravation rather than a save-breaker, we didn’t want to send a build with a known issue out to the masses – and have spent the last few days setting up a fix. This will need some testing, after which we’ll be looking to pump out the latest version next week.

If you’re interested in the changelist, or want to jump in to try it out, then you can find the unstable release notes for 41.72 and 41.73 behind the hotlinks.


42 CONTENT
One of the focus points of Build 42 is on extended survival in the months and years beyond the initial Knox Event outbreak.

For this, we are revamping our crafting system – and Turbo’s role has been in laying new foundations for a set-up that allows for: crafted items that have more RPG-like variable attributes based on the crafter’s skill, stats of input items that are reflected in the attributes of a final output item, and the ability of the game itself to recognise all these different attributes when an item is being passed between all of its various different locations and systems.

The next stage of this work, meanwhile, has been in taking this same sort of mentality to the liquids in the game – and also making them ever more interesting in our new crafting set-up.


WET STUFF
Let’s start with a video, and then move into some explanation.



So what exactly does this mean for the water, paint, gas, alcohol, washing detergent and bleach of the Knox Event?

Essentially all fluids will be defined and stored in a global registry, which is where we as devs can add new vanilla liquids – but also will make the system very moddable.

Each definition will store basic info such as ID, name, colour etc – then has different categories it can belong to like Beverage, Alcoholic, Fuel, Flammable and such. Beyond that we also tie in properties per litre of this particular fluid: for example Carbs, Proteins, Alcohol percentage or Energy if it’s a flammable fuel.

Liquids that are hazardous or poisonous can also have modifiers that configure the maximum poison effect, and how the effect behaves when mixed.

So yes, we’re going to have the most realistic bleach-drinking ever seen in gaming.


CONTAINERS



Containers are the coding class that actually store the fluids, and are the way in which the game code interacts with the above definitions.

Inventory items, objects found in the world and vehicles will all have a fluid container – which will allow them to store and use the liquids/fuels/whatever that they contain. Each container also has information stored with it that shows what particular fluids have been mixed in, and their content percentages relative to each other.

The system calculates and caches the summary of all the containing fluids properties based on their percentages. So, if you add 80% Soda and 20% pure alcohol the mixture fluid in the container will have 80% of the soda’s carbs, proteins etc and 20% alcohol. Then, when transferred again, the right ratios will still be maintained.


USAGE
Finally, we hear you cry, cocktail mixing will be a part of the apocalypse!

Yes, but also consider the applications this will bring to post-apocalyptic crafting – as well as to more basic stuff like mixing paints to create different colours, providing different fuels and different ways to tamper with said fuels.

Certain versions of our planned workstations, say one for brewing, could have one or more ‘fluidcontainers’ attached – while also allowing other ingredients as item inputs. Likewise we can have recipes that require more precise mixing and concentrations should we desire it.



The system does retain some control over your George’s Marvellous Medicine creations. We can put limits around what can, and cannot, be mixed – however we’re not 100% on how many limitations we will put on things right now. This will probably come through testing later down the line.

Unrestricted mixing would mean, for example, that any Fluid can be mixed with Fuel, which would mean that the energy value property per litre would go down when mixed, and that anything using the fuel such as a car or generator would have its operation and potential damage governed by the sort of fuel that had been put in.

The ability to recognise tampered fuel, poison etc. would (as usual) be gated behind the game’s professions – so a mechanic might smell something suspicious with watered down gas, or a chef might spot something odd with a mild concentration of something nasty in a bottle of juice.

When it comes to poisonous liquids, each has a maximum effect (mild, medium, severe, deadly etc) and control parameters such as a minimum volume and mix ratio. So, if a poison has max effect ‘deadly’ and the minimum amount required for death is 200ml – and you have 100ml mixed into a bottle – then the final effect when drinking will most likely be a medium poisoning.

The new system will also add new depth to such things as filling up a vehicle with gas, or siphoning gas from a car’s tank – but we’ll also retain the game’s current quick context options like “fill bottle from tap” to keep things speedy.


HUTCHES
Domestic and wild animals, albeit with fairly basic AI brains, will also be a part of Build 42 – and we have already shown our cows, sheep and deer. A fairly realistic take on poultry-keeping will also be part of this.

Please note the following UI is super WIP! We may well end up with icons instead of the 3D chickens.



Based on our own experiences with keeping chickens – if you have a henhouse you will have to close its door every night after your brood have gone in to roost. Otherwise there’s a very real chance of Fantastic Mister Fox paying a visit and stealing a few, and potentially leave others dead in their pen.

You’d be advised not to forget to let your hens back out in the morning either – for fear of them losing their condition, and adding to the mess in the henhouse that will need cleaning out.

Hens will also enter the nesting boxes within the henhouse to lay their eggs, and from which you’ll have to collect the eggs on a regular basis – if you haven’t collected recently then hens will choose to lay outside in their pen instead, where there’s an added risk of them being eaten by wild animals or going bad.


OTHER STUFF
While we’re going in DEEP (as is generally our way) on stuff like the above – Build 42 will also feature all manner of other improvements to the game engine, MP systems and general zombie survival and early game stuff too. So don’t fret too much if aspects of the above don’t exactly match your own play-style.

It should also be said that it’s still some ways off – partly because of dev illness (and recovery!) that we’ve discussed before, and partly because a proportion of the team are still maintaining and improving Build 41.

From now on you’ll likely notice the changelist of 41 patches shrink a little, as team members are taken off 41 and plugged into work on features within the 42 matrix.


JOB AD AGAIN
We are back on the hunt for an Animations Engineer / Technical Wizard – most likely someone from the AAA game development space who has pines for joining a close-knit team of indie devs. If this is you, or someone you know, then our job page lives here!

This week’s forlorn firemen from OtakuYazawa. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us? Details here.
Project Zomboid - nasKo


Barring any necessary hotfixes, this will likely be the last unstable patch before pushing the contents of 41.72 and 41.73 into the main stable branch.


NEW
  • Gas container tooltip tweaks:
    1) When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase.
    2) When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui).
    3) When taking fuel from a gas pump, tooltips show the item capacity in drainable units.

  • Updated Community Translations
  • Added icons + textures for Medical/Trauma Bag and Canned Fruit Beverage.


    MODELS AND ANIMS
  • Added masks to extended idle xmls to not clip as much,
  • Added relevant extended idle anims where needed
  • Capped off hoodieUP xfiles to stop transparency
  • Adjusted hoodieUP texture for new cap
  • Added blood locations to a couple of missing shirts
  • Re-exported female and zombie female base textures after eliminating some erroneous pixels causing holes
  • Adjusted Hat_Spiffo mask to display properly on character
  • Re-exported missed zombie body textures that had outlying pixels
  • Adjusted male and female HighViz vests to visually work similar to hunting vests
  • Reworked Male and Female HighViz vests
  • Changed HighViz vest body location
  • Tweaked Hunting vest masks to work better with underlying clothes


    MODDING
  • Added additional check to Vehicle Create, Update and Install Radios that may help prevent mods that modify what data is sent to it from causing errors.


    FORAGING / SEARCH MODE
  • Changed double click behaviour of search mode pins to place items into the current selected player inventory panel if possible
  • Adjusted the search mode snow cover penalty limit as snowy weather combination could easily hit the penalty cap
  • Fixed an exploit with search focus when spamming the search mode button which could force items to change type
  • Fixed a visual issue with search focus trigger after spotting items which caused picked up items to sometimes be the original item


    BALANCE
  • Ginseng now provides an Endurance Buff when used to make a Hot Beverage as a spice.
  • Added Basil to more recipes.
  • Better handling of evolved recipe item name when they only have spice ingredients.

  • Added the ability to install Makeshift Radios into vehicles; this was done for consistency with the requested fix of allowing Makeshift HAM radios to be installed in Ham radio vehicles.
  • Allow vehicles that have HAM radios to allow any sort of HAM radio installed in them; Luxury and Modern Cars will also always spawn with Premium Radios installed.
  • CDs in Premium radios will transfer to/from the vehicle they are being installed into/uninstalled from.


    FIXES
  • Fixed mapper-placed broken windows not being smashed IsoWindow objects.
  • Fixed vehicle lightbar lights and siren continuing to operate after the part condition drops to zero (due to zombie thumping).
    The SirenShutoffHours sandbox option already exists to prevent griefing in multiplayer. Is there any need for zombies to destroy the lightbar?
  • Fixed the lightbar option not appearing in the vehicle radio menu after the part is destroyed.
    The option appears now, but the lights and siren won't operate at zero condition.
  • Fixed multiple lightbar parts appearing in the vehicle mechanics ui.
  • Fixed incorrect effect of distance on critical-hit chance with firearms.
  • Fixed pans holding less water than pots.
  • Fixed issue with zombie maggots + fishing; zombie corpses now spawn poisoned Base.Maggots and not Base.Maggots2 which are now obsolete.
  • Fixed issues with new gas bottles and containers in backpacks.
  • Fixed missing distributions for barbequestore and bathroom/shelves.
  • Fixed Canned Fruit Beverage not having reduce thirst value.
  • Fixed Obese and Fit not being fully mutually exclusive in MainCreationMethods.lua.
  • Fixed missing translation string ContextMenu_FuelCapacity.
  • Fixed inconsistent GoodHot from WildEggs tooltip.
  • Fixed ContextMenu_PanicNoSleep not being translated in one instance.
  • Fixed IsWaterSource parameter from BleachBottleGasoline.
  • Fixed issues with eating quarter and half portions of small amounts of food.
  • Fixed recipes to tear denim and leather - temporary fix pending improvement.
  • Fixed adding whole and uncooked animal as a bait, removing and butchering it returning a "full" hunger reduction value animal
  • Fixed missing tooltip for SafehouseAllowNonResidential server option
  • Fixed ContextMenu_ContextMenu_FuelCapacity typo.
  • Fixed the wrong sprites being used for windows sometimes.
  • Fixed one of the molotov cocktail producing unwanted empty bottles.
  • Fixed added AddIngredientIfCooked:true to the Burger evolved recipe so baked bread slices can be used to make burgers
  • Fixed missing period in Tooltip_item_RainFromGroundOnlyPurifyMicrowave.
  • Fixed missing period in Tooltip_item_RainFromGround.
  • Fixed hot drinks with alcohol being too strong.
  • Fixed better tooltips for tainted water items in plastic containers that can only be boiled in microwaves.
  • Fixed baked bread slices not being usable when making sandwiches; this was on account of them being cooked, the evolved recipe for sandwiches was changed to allow cooked bread slices.
  • Fixed missing item Violets that got accidentally removed
  • Fixed Peaches having evolved recipe food type "Berry"
  • Fixed various mapping issues
  • JULY 25th HOTFIX
    - Fixed updates to the map causing zombies to spawn inside previously cleared buildings. [NOTE: If your savegame was already updated to 41.73 prior to this hotfix, this fix might not apply to your savegame. Be aware. Backup your savegame.]- Disabled the transfer of media items (CDs) when installing/uninstalling vehicle radios, as the current method causes issues in MP. Should be resolved for the next unstable release- Re-added previously removed IGUI_PlayerText_CanNotExitFromMovingCar string- Removed the -Xss1280k stack-size JVM parameter from Linux ProjectZomboid.json files.- Increased Linux and Mac -Xmx=2048m to -Xmx=3072m max-heap JVM parameter to match Windows.- Fixed NullPointerException in IsoGameCharacter.Eat().
    JULY 28th HOTFIX
    - Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer
    AUGUST 2nd HOTFIX
    - Added a new volume slider to the Audio options which affects the jump-scare sound.- Prevent Corpses and other very heavy/large things (Item Weight/Encumberance of 5 and above) from being put in backpacks.- Fixed a redundant/duplicate exclusive trait definition in MainCreationMethods.lua that could allow the Obese trait to be taken twice under some circumstances.- Fixed BuildingDef.calculateMetaID() and RoomDef.calculateMetaID() possibly creating the same ID for different buildings or rooms. This was why zombies would respawn in some already-seen rooms.
Project Zomboid - nasKo


NEW

  • Added the MapRemotePlayerVisibility server option for Multiplayer.
    1 = Remote players aren't visible on the in-game map
    2 = Remote players in the same faction or sharing a safehouse are visible
    3 = Remote players are always visible


  • The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible.
    When not in debug mode, these options are available:
    - Players
    - Remote Players (client only)
    - Player Names (client only)
    - Symbols

  • Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.

  • Give zombies that are targeting a player higher priority for pathfinding than other zombies.

  • Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground.

  • Added new loot maps from Pat Bren.
  • Split the single Louisville map-item into nine separate maps.
  • Added Louisville maps to the loot tables.

  • Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted).
  • Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window.
  • Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools.

  • Added "Default=" to combobox sandbox-option tooltips.

  • Allow empty bottles to store gasoline.
  • Added water capacity in context tooltip when filling water container (if only 1 item type)
  • Updated community translations.
  • Updated credits.


  • Improved icon draw for context menu
  • Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png.
  • Added a way to rename a savefile in the load-game "More..." panel.

  • Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon)

  • Allow building double doors inside buildings. This is to fix a bug where double doors couldn't be built on some outer walls of buildings.
  • Added checks for wall-like obstacles that should prevent opening or closing double doors.
  • Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed.


  • Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items.
  • Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items.
  • Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system.


    SFX
  • Updated sound banks.
    - New action music track.
    - Fixed one male zombie voice looping the Hit sound.
    - Added missing sound for taking water from a dispenser.

  • Added an ambient sound to the Gas-2-Go pumps.

  • Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator.

  • Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks.
  • Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation.


    MAP
  • Full export of the current Knox Event map, not including new areas being worked on. This will be the final B41 map update.
  • Updates many farms and farmsteads
  • Improves upper class areas in Louisville
  • Adds many new tiles on the tilesheets
  • Fixes many and various community-reported map issues and bugs


    FOOD AND RECIPES
  • New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
  • New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models.
  • New Canned Condensed Milk item; can be used for the same recipes as milk.
  • Balance adjusted assorted values of food items and recipes.
  • Appropriate bottles can now hold gasoline.
  • Baloney and salami can be sliced.
  • Many food items have more options for being used as evolved recipe ingredients.
  • Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough.
  • Crayons can be used to write notes and mark the map.
  • Toast can be made from Bread Slices by cooking them.
  • New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich.
  • Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such.
  • Whole Pizza item added.
  • Glasses and cup items can be filled with water.
  • WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic.
  • Canned Condensed Milk item; can be used for the same recipes as milk.
  • Maggots that spawn with zombie corpses will be mildly poisonous.
  • Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings.
  • When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas".
  • For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming.
  • Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items.
  • Added placeholder texture for Bag_MedicalBag.
  • Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes.
  • Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks.
  • More flexible Tag support for writing notes.
  • Added Tomato Paste item for pizza crafting.
  • Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item.


    BALANCE
  • Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes.
  • Watermelon must be sliced or smashed before being able to eat it.
  • Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions.
  • Only Bread Slices and Toast can be placed inside Toasters.
  • Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients.
  • Many recipes adjusted to allow for more ingredient flexibility.
  • Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied.
  • Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container)
  • Changed Rip Clothing recipe
  • HandWeapon.weaponSprite is saved if it is different than the item-script's value.
  • Slightly increased zed attraction to gunshots in MP
  • Reduced the endurance loss when missing a hit (especially when pushing).
  • Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable.
  • Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game.
  • Added a "Slice Onion" recipe so Fried Onion Rings can be made.
  • Made the Composter thumpable by zombies.

  • Sometimes the corpses that spawn as the player explores the world will be fake dead.
  • As corpses progress in rot stages they have a chance of becoming fake dead.
  • Additional appropriate corpses spawned in randomized world stories will rarely be fake dead.
  • As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square.

  • Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names.
  • Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations.

  • Adjusted weight of Spears
  • Floor tiles will now provide a maximum of 1 nail when dismantled.
  • Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness.
  • Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.


    ANIMS
  • Added new fill from bourbon bottle anim
  • Changed fill from bourbon bottle xml to use new anim

    Emote Wheel adjustments:
  • Adjusted some emote bone masks to reduce clipping
  • Added some stealth emote versions to reduce clipping and posing awkwardness
  • Added emote states for different weapon poses

  • Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot.

    Idle extension adjustments:
  • Adjusted normal stance extensions bone masks to avoid clipping and awkward poses
  • Added normal stance extensions anims, where appropriate
  • Added normal stance extension xml for different weapon stances, where appropriate


    MP
  • Various anti-cheat improvements

  • Sync and physics improvements for vehicles.
    - Refactored and decreased vehicle physics packet size.
    - Vehicle interpolation was refactored and improved .

  • Improved towing physics and behaviour.
    - Updated PZBullet library on all platforms.
    - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint.

  • Optimized Vehicle authorization on exit

  • Allow admins to repair clothes via Edit -> Condition, and remove wholes when the item is set to max condition when the item is in their inventory.
  • Visual data for damaged/fixed clothing will now sync between clients.

  • Hit reaction translation length is now calculated by appropriate animation clip

  • Use WaveSignal packet on client
  • Improve auth/towing for cases with two drivers/swap tow

  • Stopped clients updating rotting corpses and fake-dead corpses.
  • Added check for IsoDeadBody.getHumanVisual() being null.

  • Server will send the success result of recipes checksum validation if the client is untouchable.
    - The game will calculate the checksum using the original recipe name.

  • The driver now stops the vehicle before they exit from the vehicle or switch seat.
    - Added ISBaseTimedAction timed action.
    - The IGUI_PlayerText_CanNotExitFromMovingCar string is not used now.
    - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second.

  • The SystemDisabler.doDisableTunePhysicDelay variable was added

  • If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function.

  • The game server will not send the PlayerUpdateReliable packets from players who are far away.

  • Improvements for some anti-cheat checks
  • ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added.
  • Added log message for LUA debugger

  • Improve vehicle logging
    - Add DebugLogStream noise methods
    - Logs can be filtered by severity
  • Reformatted log streams for damage, death, and multiplayer log types

  • Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short)
    - Command entered in general chat tab changes severity on the client
    - Command entered in admin chat tab changes severity on the server

  • Fixed Zed appearance not syncing between players.
  • Fixed one player being able to use two radios / walkie talkies.
  • Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands.
  • Fixed vehicle radio using wrong coordinates.
  • Fixed vehicle radio not working in the same way as world placed radio.
  • Fixed other vehicle radio issues (radio stations, text, chat, VOIP).
  • Fixed vehicle radio text processing.
  • Fixed trailer authorizations / floaty trailers.
  • Fixed Item Remove tool not removing items from containers on a server.
  • Fixed clients sending StopSound packets to the server for zombie vocals.
  • Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local.
  • Fixed clients sending climb-over-wall sounds.
  • Fixed seat authorizations.
  • Fixed null pointer exception in the VehicleManager.serverPacket function.
  • Fixed incorrect delay-tuning algorithm.
  • Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods.
  • Fixed issues when characters are hit by trailers.
  • Fixed corpses disappeared when killed by trailer
  • Fixed issues with vehicle physics debug log messages.
  • Fixed Admin being kicked because of incorrect checksum.
  • Fixed car changing its place after re-login.
  • Fixed normal vehicle not being removable in mods.
  • Fixed movement sound when vehicle is stopped.
  • Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed.
  • Fixed disappearing trailers.
  • Fixed physics update limits.
  • Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were.
  • Fixed attached cars being disconnected after re-login.
  • Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed.
  • Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers.
  • Fixed empty RequestGetFull being sent.
  • Fixed vehicle passenger could have vehicle authorization after collision.
  • Fixed vehicle collision owner.
  • Fixed tow re-attach.
  • Fixed vehicle seat switching.
  • Fixed passengers seeing black boxes at high speeds.
  • Fixed vehicle not damaging players after re-login.
  • Fixed vehicle local simulation pass through another vehicle.
  • Fixed player can't become owner of pushed vehicle.
  • Fixed bouncing vehicle authorization at the end of local simulation.
  • Fixed player can exit or sleep in moving car.
  • Fixed rare incorrect vehicles authorization after towing.
  • Fixed engine sound disappearing without a driver.
  • Fixed car not stopping when driver changes their place due to cruise control.
  • Fixed error when try to type "[" in Item list viewer.
  • Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function.
  • Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph.
  • Fixed clipping vehicles.
  • Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS.
  • Fixed Vehicle simulation speed depending on locked fps.
  • Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true.

  • Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.


    MODS
  • Improved log for lua errors. Now it shows modified file errors
  • Added list of mods in Pause menu + this list shows mods that cause errors

    FORAGING
  • Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items.

  • Turn the player to face a forage item when picking it up.

  • Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones).
  • Zone.getRandomSquareInZone() now handles polygon and thick polyline zones.
  • Zone.getTotalArea() returns the area of polygon and thick polyline zones.
    Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon.
    For other types of zones, width * height is returned.
  • Added the OnLoadedMapZones event which is called after map_zone.bin is loaded.
    As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded.
  • forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones.
  • forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists.


    ADMIN/DEBUG
  • Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. .
    - Controls:
    - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool"..
    - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile".
    - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles.

  • Added trigger thunder tool (for admins).
  • Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin).

  • Changed LootZed manager opening on RMC-ContextOption on container button.
  • Allowed admin to create any VHS out of spawned VHS-home (like in debug).
  • Added sync for Health panel cheats.
  • Trailers debug is improved.
  • Small fix to Lua closure.
  • Improved spawn vehicle menu.
  • Added ability to change weight in Player Stats window.

  • Added destroying objects without a sledgehammer if building cheat is on.
  • Added sliders for change weight and calories in debug panel.
  • Added Step Into, Step Over, and Resume buttons to the Lua debugger.

  • Improved ContextMenu
  • Now you can add icons for context options:
    local myOption = context:addOption("My option name", ...)
    myOption.iconTexture = getTexture("media/ui/MyIconForOption.png")

  • Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...)
  • Improved Debug/Admin options.

  • Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings.
    - Added Door Options can be found in the Right-Click Context Menu -> Objects.
    - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option.

  • Added 'make noise' options to attract zombies.
  • Added option for removing all zombies in a zone to the Admin tools.
  • Added icons in context menu for ADMIN/DEBUG options.
  • Added elapsed time since server started in server statistics info.
  • Added access to some Admin tools for moderators.
  • Added an external anim debug UI for Martin.

  • Removed the line "Press Esc to open Admin panel" from Server toolbox UI


    FIXES
  • Fixed radio batteries spawning at 100% charge no matter how much time has passed. They should be depleted after about 4-5 days.
  • Fixed radio batteries sometimes not draining after loading a game after quitting to the main menu.
  • Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground.
  • Fixed ability to disassemble the floor at the top of a staircase. It was already forbidden to destroy such a floor using a sledgehammer.
  • Fixed the composter becoming unusable after moving it.
  • Fixed being able to move a composter if it has compost in it.
  • Fixed food unhappiness being reset to the default value when loading the item, when it was set to zero after being cooked.
  • Fixed clothing dryers and washers not consuming fuel from generators.
  • - Fixed generator fuel consumption not being updated properly when turning things on and off.
  • Fixed picking up and placing powered objects not updating generator fuel consumption.
  • Fixed battery-powered radios consuming generator fuel.
  • Fixed requiring 2 or more units of gas in a can to refill a generator, rather than 1 or more.
  • Fixed playing VehicleAddFuel instead of GeneratorAddFuel when refilling a generator.
  • Fixed opening a smashed window when holding down the E key, when a vehicle blocks the other side.
  • Fixed "Grabbing XYZ" appearing in the crafting UI when putting items back into containers.
  • Fixed IsoGenerator.setSurroundingElectricity() calling IsoObject.checkHaveElectricity() before each chunk's list of active generators was updated.
  • Fixed exterior doors and windows not playing ambient sounds if they are on the west or north edge of a chunk but the adjacent chunk hasn't been loaded yet.
  • Fixed VehicleAmbiance stopping immediately after starting sometimes.
    - Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting.
  • Fixed Base.BareHands.HitFloorSound. It was trying to play the non-existent default BatOnFloor sound.
  • Fixed hot food not cooling down when placed on the ground.
  • Fixed incorrect weights of weapons with upgrade parts.
  • Fixed equipping an already-equipped item causing the item to drop on the ground when the player's inventory is near 50.
  • Fixed hearing rain hitting a vehicle when the vehicle is inside a building.
  • Fixed ambient sound playing at "outside" volume when inside a vehicle that is inside a building.
  • Fixed ISVehicleMechanics.OnMechanicActionDone() calling undefined noise() function.
  • Fixed Lua errors on the Steam Deck after disabling the "Steam Virtual Gamepad" in the controller options UI.
  • Fixed not being able to upgrade wall frames or walls when there is no floor to the east or south of the wall.
  • Fixed incorrect math applying a model's "world" attachment when displaying an item on the ground.
  • Fixed MagazineGround and MagazineOpenGround models appearing off-center when on the ground.
  • Fixed and adjusted many model "world" attachments.
  • Fixed bug when character weight does not decrease if day length > 1 hour
  • Fixed equipped radios only updating for one splitscreen player.
  • Fixed stacking of military crates and the popcorn machine.
  • Fixed the freeze the first time a vehicle is entered. This was due to loading all the vehicle-dashboard textures.
  • Fixed "Min= Max= Default=" not being displayed in server-option tooltips as is done for sandbox options.
  • Fixed accidental change of Muldraugh map bounds to Louisville area.
  • Fixed mapper-placed open doors not being IsoDoor objects. There are some open doors at the Louisville stables that couldn't be interacted with.
  • Fixed each part of a double door being randomly locked or unlocked on creation. Now they are always unlocked.
  • Fixed the wrong type of item being returned when the foraging "search focus" causes an existing item to change type. There is still an issue where an already-seen item may change type by spamming the End key.
  • Fixed ISForageIcon.lua overriding ISBaseIcon.checkIsForageable() by mistake.
  • Fixed (again) incorrect placement of the foraging pin icon over the item icon. ISBaseIcon.textureCenter is no longer used after this change.
  • Fixed the animation played when filling Bourbon and Wine bottles.
  • Fixed bunker tiles cutaways.
  • Fixed blood appearing on destroyed windows.an destroyed fences.
  • Fixed holding SHIFT made weight decrease faster.
  • Fixed holding SHIFT without moving having the same impact as running on hunger.
  • Fixed sitting on a chair giving a different endurance regen than sitting on ground.
  • Fixed car's engine not taking damage when running over zombies when the hood was removed by player.
  • Fixed not losing endurance when stomping zombies in the legs.
  • Fixed more cases where indoor zombies can spawn in inaccessible locations.
  • Fixed picking up and placing WallOverlay movables (like mirrors) on the east and south edge of a square.
  • Fixed LuaClosure.toString2() exception when a function has no filename. This includes everything in the built-in stdlib.lua code.
  • Fixed missing tile properties on the Public Garbage Bin (and added translation).
  • Fixed the Small Crate (found in Greene's Grocery) not being stackable.
    Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed.
  • Fixed the properties on some new stove sprites. They became IsoThumpable instead of IsoStove.
  • Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar.
  • Fixed stepping over a Lua function in the debugger that adds a UI element adding the UI element in the debugger instead of in the game.
  • Fixed the Lua debugger not handling changes to screen resolution.
  • Fixed bug in vehicle skin editor in SP.
  • Fixed bug with fast transfer leaving item in inventory after crafting (for example stacked logs).
  • Fixed tile properties on a stair railing creating invisible walls.
  • Fixed CornerNorthWall and CornerWestWall not having tile properties.
  • Fixed zombies only playing their Hurt sound one time when hit on the ground.
  • Fixed spear-charge zombie kills not being counted.
  • Fixed the container highlight color not being displayed for painted crates.
  • Fixed not being able to sleep on brown picnic table.
  • Fixed Spiffo's green arrow requiring farming skill to be picked up.
  • Fixed some desks that couldn't be picked up.
  • Fixed some office whiteboards that couldn't be picked up.
  • Fixed (again) aspects of Composter sprites as RJ BROKE EVERYTHING.
  • Fixed bug when generator can charge vehicle battery.
  • Fixed water containers not getting fully emptied when watering crops.
  • Fixed clicking "Health icon" while Health Panel info is open adding spaces in the bottom of the text.
  • Fixed players being able to start changing parts of vehicles when inside a certain vehicle.
  • Fixed Dirty Rags being used to build a Log Wall when there are exactly 4 Ripped Sheets in inventory.
  • Fixed missing translation for new movable Medical Desk.
  • Fixed bug with rip clothing menu.
  • Fixed bug with double checking fishing net.
  • Fixed being able to dismantle favorited Electronics.
  • Fixed bug player not takeing nearest item in inventory for smoking.
  • Fixed character info panel showing male player model when the character was female.
  • Fixed zombies colliding with the player's vehicle when walking into a different, nearby vehicle. This only affects singleplayer.
  • Fixed debug rendering of vehicle trailer positions. Only one of the two locations was drawn in red when obstructed.
  • Fixed radios with dead batteries still being turned on.
  • Fixed missing space after the water amount in the farming tooltip
  • Fixed the animation speed of the wind effect on water being faster at higher framerates.
  • Fixed fog from a previous game appearing briefly when loading a different game.
  • Fixed the character Info and Protection panels displaying no help text when the "i" button in the titlebar is pressed. These two panels have no translations, so the help dialog is now hidden when either is displayed.
  • Fixed the character-info-window help dialog not resizing to match the height of the text.
  • Fixed ISAdminPanelUI.updateButtons() overwriting self.climateOptionsBtn and self.showStatisticsBtn.
  • Fixed the 'pinned' state of the character-info window not being preserved.
  • Fixed the 'pinned' and 'visible' states of the forage ui not being preserved.
  • Fixed flashlights no longer falling out of hands when climbing over walls
  • Fixed lack of shoveling sound when filling in graves.
  • Fixed being unable to dismantle Electronics with a favorited Screwdriver.
  • Fixed Flashlights falling out of hands when climbing over walls.
  • Fixed dried foods and Ramen noodles transferring their thirst values when used in evolved recipes.
  • Fixed granola bars and cookies being perishable.
  • Fixed missing fruit cocktail item.
  • Fixed items being used in evolved recipes not having their thirst values reduced.
  • Fixed Pancakes being unable to be burnt.
  • Fixed evolved recipe tooltip displaying uncooked icons for cooked ingredients.
  • Fixed partially eaten food not getting lighter in some circumstances.
  • Fixed cutting Bacon Rashers into Bacon Bits producing rotten Bacon Bits.
  • Fixed the names used for ingredients in evolved recipe names to be shorter.
  • Fixed the junk tables entries in the loot distribution tables being affected by zombie population density.
  • Fixed PiePrep not having a debuff.
  • Fixed Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
  • Fixed added several missing models.
  • Fixed renamed items are now limited to a new name of 28 characters or less.
  • Fixed Display Category for the PetrolBleachBottle and PetrolPopBottle items
  • Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes
  • Fixed renamed items being able to have new names of more than 28 characters
  • Fixed animal-in-trap sounds not being sent from the server. Currently this only happens every 10 minutes so they're easy to miss.
  • Fixed music not restarting after creating a new character in-game.
  • Fixed missing PikeRotten.png and PikeCookedRotten.png - which is currently unused. Food models are rendered as Cooked or Rotten but not both.
  • Fixed not being able to navigate out of the Sandbox options preset panel with D-pad left and right.
  • Fixed previously-loaded buildings possibly being randomized (burned down, etc) after a server soft reset. This could happen any time map_meta.bin was deleted since that is where the "has this building been checked before" flag is kept. Now, a building will only be randomized if it hasn't been checked before and if at least one of the chunks covered by the building was loaded for the first time.
  • Fixed the custom weight of trapped animals not being preserved.
  • Fixed inaccurate weights for partially eaten food items with custom weights.
  • Fixed renamed items not being limited to a new name of 28 characters or less.
  • Fixed accurate weights for partially eaten food items with custom weights.
  • Fixed claustrophobic characters being able sleep in small rooms by right-clicking the bed from outside the room.
  • Fixed two-way radios installed in vehicles not transmitting text chat; needs testing for VOIP.
  • Fixed vehicles with premium radios installed not being able to play CDs in them.
  • Fixed Gravy Boat, Baloney Slices, Salami, Salami Slices and Snack Cakes models.
  • Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes.
  • Fixed missing Sport T-shirt icons.
  • Fixed missing tooltip explaining that to purify some water containers, a microwave must be used.
  • Fixed error with Baguettes being unable to be used to make sandwiches.
  • Fixed missing add-all option in the fill menu for Generators.
  • Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary.
  • Fixed Sweet Pies being unavailable in the crafting UI.

    CODE / ENGINE
  • Changed ZomboidFileSystem.getGameModeCacheDir() to not append a trailing File.separator.
    Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters. These duplicate separators didn't seem to hurt anything.
Jul 7, 2022
Project Zomboid - nasKo
Today we are releasing version 41.72 to the Unstable beta.

If you need directions to this, then here’s a handy gif!



As always with the Unstable beta – be aware that some mods might break.

We don’t anticipate a huge amount of disruption with 41.72, but should any of your workshop mods become non-operational then please inform the relevant creators – and be patient while they find the time to update their wares. They have jobs / families / lives too!

So what’s in 41.72? Well the changelist can be found here on our forums, and there’s a lot of small tweaks and fixes to scroll through, but we’ll detail the main stuff here also.

It’s always HUGELY helpful for us when people, and server owners, jump over to the unstable beta – so please dive in and let us know how you find it.

41.72
  • Lots of general stability and security work has gone into MP – and specifically work on vehicles when you are driving alongside (or are a passenger sitting next to) players with far higher or lower pings than your good self.
  • The first of several layers of polish to the game’s food and recipes. New foodstuffs, improved containers, expanded recipes and all manner of different things to put together to feed yourself and your doomed friends. Various elements of balance too and, as mentioned before, no more footballs that can be jammed into a toaster.
  • Fellow co-op, faction and safehouse member positions can now be seen on your in-game map should you choose to enable it.
  • An improvement to the way in which mod errors are reported. A list of mods has been added to the pause menu, and whenever one is erroring out then it’ll be flagged within the list. This is going in alongside an improved lua error log that shows whether any files reported in call stacks are being overridden by mods. This should help modders and our support teams no end.
  • The game’s foraging system will now understand polygonal foraging zones on the map, rather than rely on its former basic rectangular brain. This should help with decreasing the amount of non-forageable spaces on the map.
  • A slight tweak to zed pathfinding, which means zombies targeting players have a higher priority in the game code than those shambling around more aimlessly.
  • The final large map export that we’ll be doing before Build 42, most likely. This is primarily to fix user reported map bugs, but also contains improved farmsteads, scarecrows (that might be bugged and appear as mannequins currently – sorry) and improved Louisville upper class districts.
  • Alongside the above there are various new tiles going into the game: including baby cribs, heavy factory machinery, standing floor lamps, farm related tiles, ATM machines, heavy safes, medical related tiles, and car wash tiles.
  • For MP: new admin powers and tools – for example a brush tool that will allow server chiefs to create tiles, walls, fire, smoke, water etc. in-game. Also: a thunder trigger, better synced health panels, improved vehicle/trailer spawning, player weight changing and heightened control over zombie movement, zed spawning and locked doors.


  • New loot maps for Louisville – which previously didn’t have any. There are nine different maps in all, due to the size of LV, which all unlock the area they show in your in-game map – alongside a wide range of different survivor ‘treasure map’ annotations.
  • A smidgen of improvement to corpses. More of these will now be ‘fake dead’ zombies, alongside improvement to their rotting – such as the chance of spawning maggots in their inventory and on the floor around them. Handy for fishing!
  • Polish to player emotes and idles. Better representation of weapon-part upgrades. Generator/battery improvements. New action music track. Fixed blood appearing on destroyed objects, and about a million other fixes – best to check the changelist!
  • JOBZ
    While we have your attention: another quick flag to the fact that we are back on the hunt for an Animations Engineer / Technical Wizard. This will most likely be someone from the AAA game development space who has pines for joining a close-knit team of indie devs. If this is you, or someone you know, then our job page lives here! This week’s exciting and no doubt doom-laden story-via-map from Athiuk! A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
    Experienced games dev and want to work with us? Details here.

    Oh, and Spanish-speaking community! Be aware of a biiiig PZ streaming event on Twitch starting this Sunday, hosted by @EscocesSL. Spiffo hopes everyone has fun!
...